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	Pathfinding rework
Pulled the whole thing apart and glued it back together
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								Assets/Scripts/NPC/PathNode.cs
									
									
									
									
									
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								Assets/Scripts/NPC/PathNode.cs
									
									
									
									
									
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							| @@ -0,0 +1,44 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class PathNode | ||||
| { | ||||
|  | ||||
|     private Vector3 position; | ||||
|     public Vector2Int index; | ||||
|     public Vector2Int parentIndex; | ||||
|     private float scoreF; | ||||
|     private float scoreG; | ||||
|     private float scoreH; | ||||
|     public List<PathNode> neigbors; | ||||
|     public PathMap lowerLevel; | ||||
|     private bool hasLowerLevel = false; | ||||
|     private float conditionWeight = 1f; | ||||
|     private PathNode previous; | ||||
|     private bool blocked; | ||||
|  | ||||
|  | ||||
|     public PathNode() | ||||
|     { | ||||
|         neigbors = new List<PathNode>(); | ||||
|         position = Vector3.zero; | ||||
|         scoreG = Mathf.Infinity; | ||||
|         scoreF = Mathf.Infinity; | ||||
|         scoreH = Mathf.Infinity; | ||||
|     } | ||||
|  | ||||
|     public void activateNextLevel() | ||||
|     { | ||||
|  | ||||
|     } | ||||
|  | ||||
|     public Vector3 Position { get => position; set => position = value; } | ||||
|     public float Hscore { get => scoreH; set => scoreH = value; } | ||||
|     public float Gscore { get => scoreG; set => scoreG = value; } | ||||
|     public float Fscore { get => scoreF; set => scoreF = value; } | ||||
|     public PathNode Previous { get => previous; set => previous = value; } | ||||
|     public float ConditionWeight { get => conditionWeight; set => conditionWeight = value; } | ||||
|     public bool Blocked { get => blocked; set => blocked = value; } | ||||
|     public bool HasLowerLevel { get => hasLowerLevel; set => hasLowerLevel = value; } | ||||
| } | ||||
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	 juliuse98
					juliuse98